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Duke Ulder vs Bane vs Myrkul vs Urabrask [Budget EDH/Commander, MTG Gameplay 2022]

MTG The Stack

Commanders featured in this video Reviewed & Verified

Deck Strategies

  • Urabrask, Heretic Praetor

    Urabrask, Heretic Praetor

    Aggressive mono-red midrange deck that generates treasure tokens to ramp and supports fast, resilient creatures to pressure opponents quickly.

  • Bane, Lord of Darkness

    Bane, Lord of Darkness

    Esper reanimator and sacrifice deck that uses discard and recursion to maintain card advantage and board control, aiming to leverage creatures with death triggers.

  • Myrkul, Lord of Bones

    Myrkul, Lord of Bones

    Abzan enchantress and reanimation deck that converts creatures to enchantments, protecting key pieces from removal and enabling synergies with sacrifice outlets and drain effects.

  • Duke Ulder Ravengard

    Duke Ulder Ravengard

    Boros midrange with myriad creatures that focuses on generating multiple attackers and gaining incremental card advantage through creatures dying.

Gameplay Insights

  • 1

    Myrkul's ability to convert creatures into enchantments effectively protected key creatures from creature removal, enabling the player to maintain board pressure despite opponent interference.

  • 2

    The synergy between Bane's reanimation and sacrifice mechanics allowed consistent card draw and disruption, creating a resilient game plan against removal-heavy decks.

  • 3

    Duke Ulder Ravengard's myriad ability took advantage of combat phases to generate multiple attackers, which required opponents to carefully manage blockers and removal timing.

  • 4

    Urabrask's treasure token generation provided flexible mana acceleration, enabling faster deployment of threats and reactive spells to maintain tempo.

  • 5

    Faithless Looting and discard spells were pivotal in setting up graveyard interactions and filtering draws to find key combo pieces or answers.

  • 6

    The interaction of enchantment conversion with sacrifice outlets created a layered defense and offense that shaped the mid-to-late game board state.

Notable Cards

  • Patron of the Arts

    Patron of the Arts

  • Blood Artist

    Blood Artist

  • Cultivate

    Cultivate

  • Faithless Looting

    Faithless Looting

  • Talisman of Hierarchy

    Talisman of Hierarchy

  • Reassembling Skeleton

    Reassembling Skeleton

Summary

The game began with each player carefully developing their mana bases and setting up for their mid-to-late game strategies. Early turns were slow, with players playing ramp spells like Cultivate and setting up key lands. Urabrask, Heretic Praetor's player focused on aggressive board presence supported by treasure generation, while Myrkul, Lord of Bones aimed to convert creatures to enchantments and leverage reanimation synergies. Bane, Lord of Darkness sought to capitalize on sacrifice and reanimation mechanics to draw cards and maintain board control. Duke Ulder Ravengard's player aimed to deploy a midrange strategy with myriad creatures, focusing on board presence and incremental card advantage. As the game progressed, interactions between removal, sacrifice outlets, and recursion became pivotal. The player commanding Myrkul utilized enchantment conversion to protect key creatures from removal, enabling combos with Blood Artist-like effects to drain opponents. Meanwhile, the Bane player leveraged discard and reanimation to maintain pressure and disrupt opponents' hands. Duke Ulder's myriad tokens provided multiple attackers, though without haste, requiring careful timing. Urabrask's treasure tokens and aggressive creatures helped maintain tempo. The game saw a critical phase where Myrkul's enchantment synergy and Bane's reanimation became threats that the others had to answer, with key plays like Tenderhoot Dryad and Patron of the Arts enhancing board states. Ultimately, the game revolved around the interplay of sacrifice, recursion, and incremental advantage until a decisive combo or overwhelming board state emerged.

Description

The Patrons have spoken. And I guess they said they want 6 and 7 drop commanders or something.

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0:00 — Opening Hands 00:04:25 — Turn 1 00:04:51 — Turn 2 00:05:36 — Turn 3 00:06:59 — Turn 4 00:10:21 — Turn 5 00:17:36 — Turn 6 00:23:34 — Turn 7 00:27:43 — Turn 8 00:35:39 — Turn 9 00:42:06 — Outro

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